Character

Game

Tales of Maj'Eyal: Age of Ascendancy 1.5.10

Addons

Ashes of Urh'Rok 1.5.0

Official Expansion!

Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?

Start with a new class, the Doombringer! These avatars of demonic destruction charge into battle with massive two-handed weapons, cutting swaths of firey devastation through hordes of opponents. Armed with flame magic and demonic strength, they delight in fighting against overwhelming odds, softening up the crowd with waves of fire, then feeding on the flames and suffering of their surroundings to stay alive while quickly reducing any group to a pile of ash and gore.

Unlock a new class, the Demonologist, with an all-new item enhancement mechanic! Bearing a shield and the magic of the Spellblaze itself, these melee-fighting casters can grow demonic seeds from their fallen enemies. Imbue these seeds onto your items to gain a wide array of new talents and passive benefits, and summon the demons within them to fight on your side! Ever looked at a gigantic demon-cursed minotaur and wished it was on your side for once? Well, now you CAN summon one to pound your foes into paste while you cast devastating spells from afar, or call forth a squad of Fire Imps to pelt your enemies to death while they exhaust themselves on your impenetrable defenses! Demons have persistent health, making them a little more precious than disposable necromancer skeletons or summoner beasts, but can be revived from death nonetheless.

Two new zones, with all-new art, foes, and bosses! You've seen the plains of the Fearscape before, now see the lairs and headquarters of the demons themselves!

Over 10,000 words of written lore to find! The demons were once an enlightened, peaceful race, hailing from a distant planet known as Mal'Rok; learn what drove them to plot Eyal's eternal torture! Discover monuments to each of the demonic species and noteworthy individuals, showing the place of honor each has among them! Get a glimpse into the culture and daily lives of these sadistic invaders and their brainwashed thralls!

Unlock a new race, Doomelves: Shalore who've taken to the demonic alterations especially well, corrupting their typical abilities into a darker form. Blink away to safety, transform into a shadowy dúathedlen to hide in the shadows or prey on your foes with blasts of darkness, use your new resilience to soak up status effects and critical hits, and assault your enemies' minds to leave them unsteady in combat!

Between the aforementioned classes and Doomelves, a whopping 75 new talents!

20 new artifacts, with unique and interesting effects. Collect the Obsidian Treasures to amass more and more power! Slip your hands into the Will of Ul'Gruth and watch your sweeping blows smash down walls! Wear a giant hideous hell-mouth as a fashionable belt!

7 new achievements! Conquer the worst Urh'Rok's forces can throw at you, and hang their metaphorical skulls from your profile page!

Items Vault 1.5.0

Embers of Rage 1.5.0

Official Expansion!

One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes.

Features:

Explore a whole new campaign from level 1 to 50, one year after the events of the original Tales of Maj'Eyal campaign. Liberate the Orcs (or die trying) by rising up against the Sunwall, the Steam Giants of Atmos, and other dangers that may lie in wait...

Play as one of three new races: the battle-hardened Orcs, the brutal Yetis, and the unstoppable Whitehooves. Discover their stories, their pains, their hopes... and their awesome racial powers!

Risk your life in over 20 unique zones! Explore the ruins of a lost city, lay siege to the Sunwall forces at the Gates of Morning, and raid the Steam Giants' mining quarry - each has its own unique foes and hazards, leading each to feel and play different from the others.

Play as one of the three new tinker classes: Gunslingers, Sawbutchers, and Psyshots! Crush and rend your foes with heavy metal, electrocute and immolate them with your gadgets, charge across the battlefield or nimbly strafe in style - each plays differently, and none provide any shortage of ways to slay your foes.

Master steam technology to build powerful tinkers to augment your equipment. Need to close in a bit quicker? Turn your boots into rocket boots! Having a hard time deciding whether to shoot someone or stab them? Build a Hand Cannon into your gloves, or deploy a Weapon Automaton to do the stabbing for you! If you have a problem, steamtech has a solution, usually involving explosions; with over 80 different powerful contraptions to craft, enjoy unparalleled versatility and trying something different with every playthrough.

Master the tactical uses of over 140 talents! Fire bouncing trick-shots and psychic-infused shots, use your steamsaws as shields or wheels, terrify your foes with long mechanical arms - there are no "boring" talents here, everything has its own special applications and properties!

Use advanced technology in the world of Eyal! Burrow through sand, plant bombs to destroy tunnels, and discover that you aren't alone in using it...

Infusions and runes are for puny humans; implant new medical injectors to pump an array of experimental chemicals into your body! Injectors can use any (infinitely reusable) salve in your inventory as long as they're off their cooldown, giving you versatility you've wished you could get with a couple of inscriptions.

Loot over 70 new and powerful artifacts. Pump lead into foes with big guns, quick guns, and explosive guns! Shred them with saws that maim, saws that thirst for blood, and saws that aren't really saws! Violate common sense by strapping a rocket to your back and calling it a jetpack!

Enjoy dying in horrible and exotic ways at the hands (or claws, jaws, guns...) of over 140 new creatures! Not mere piles of stats and chain-stuns, these foes will provide unique challenges - suffer the Sunwall's newest cosmic spells, the new breeds of ritches that infest and multiply, the Steam Giants' elaborate defense systems, and find new strategies to adapt to each!

Earn a trunkload of achievements! Have your accomplishments recognized for liberating the Orcish people, displaying exceptional mercy or cruelty, or showing your prowess with impressive feats! Give a boss a fate worse than death, show Sunwall forces how frustrating it is to fight a Radiant Horror as a paladin, come out on top against impossible odds, display a suicidal lack of situational awareness, and wear a badge of pride or shame for each!

Read roughly 27,000 words of new lore to immerse yourself in the world! Learn how things have changed since the Scourge's campaign, feel hatred and/or pity for your foes, uncover grand schemes and sinister plots, and notice the elaborate connections between Var'Eyal's numerous factions. Every zone has a story behind it, and every story ties into a bigger picture; enjoy a tale of horror and humor, of intrigue and glory, of despair and hope.

Earn the right to use the classic (and Ashes of Urh'Rok) classes in Embers of Rage, and the new tinker classes in Maj'Eyal! Play a Brawler in the East to fulfill your life-long dream of suplexing an entire nation of giants, or play a Sawbutcher in Maj'Eyal to shred through Dreadfell in a whirlwind of sawblades and steam!

Possessor Bonus Class 1.5.4

Forbidden Cults 1.5.9

Official Expansion!

Not all adventurers seek fortune, not all that defend the world have good deeds in mind.
Lately the number of sightings of horrors have grown tremendously. People wander off the beaten paths only to be found years later, horribly mutated and partly insane, if they are found at all. It is becoming evident something is stirring deep below Maj'Eyal.
That something is you.

Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!

Forbidden Cults makes two new classes available to play:

Writhing One: Give in to the corrupting forces and turn yourself gradually into an horror, summon horrors to do your bidding, shed your skin and melt your face to assault your foes. With your arm already turned into a tentacle, what creature can stop you?

Cultist of Entropy: Using its insanity and control of entropic forces to unravel the normal laws of physic this caster class can turn healing into attacks and call upon the forces of the void to reduce its foes to dust.

Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.

Forbidden Cults makes two new races available to play:

Drem: A corrupt subrace of dwarves, that somehow managed to keep a shred of sanity to not fully devolve into mindless horrors. They can enter a frenzy and even learn to summon horrors.

Krog: Ogres transformed by the very thing that should kill them. Their powerful attacks can stun their foes and they are so strong they can dual wield any one handed weapons.

Forbidden Cults adds many new zones for you to explore and die in:

Kroshkkur: An ancient Sher'tul Fortress laying half in ruins that serves as a focal point, and home, for all kinds of creatures seeking lost knowledge.

The Maggot: A huge living corrupted worm about to destroy Kroshkkur! Teleport inside and save your sanctuary of horrors!

The Scourge Pits: On the south of the Iron Throne lays a fool pit of ... -- redacted by corrupt forces --

Forbidden Tomes: Find special artifact books of ancient lore. But, read at your own peril, for the story they tell may very well suck you in... quite literally.
Maybe you will even find The One That Writes...

Occult Egress: A strange, extremely old, contraption of unknown origin. It seems to require some kind of code sequence to activate. Maybe you will find some during your adventures?

The Entropic Void: So you think you are strong? Powerful? Invulnerable? In the end, entropy always wins, as you will learn...

What would an expansion about horrors be without a bunch of new horrors to torment you with? Please give a warm welcome to:

Killed by Bill the Stone Troll at level 5 on the 78th Pyre 122nd year of Ascendancy at 07:29
Killed by Velema the drem at level 13 on the 25th Dusk 122nd year of Ascendancy at 23:15
Killed by brecklorn at level 13 on the 26th Dusk 122nd year of Ascendancy at 00:19
Killed by elven blood mage at level 27 on the 56th Haze 122nd year of Ascendancy at 23:16
Killed by Eluriassra the lesser vampire at level 30 on the 3rd Decay 122nd year of Ascendancy at 03:56
Killed by Eluriassra the lesser vampire at level 30 on the 3rd Decay 122nd year of Ascendancy at 18:34
Killed by Xanimina the naga myrmidon at level 32 on the 59th Regrowth 123rd year of Ascendancy at 10:08

0 / 7

Primary Stats

Strength

48 (base 25)

Dexterity

58 (base 44)

Constitution

67 (base 37)

Magic

23 (base 10)

Willpower

14 (base 10)

Cunning

68 (base 42)

Resources

Life

-153/1002

Stamina

203/203

Equilibrium

0

Healing Factor

1.5407594936709

Regeneration

19.453200610556

Speed

Mental

0%

Attack

0%

Movement

0%

Spell

0%

Global

+100%

Vision

Sight

10

Lite

8

Infravision

7

See Stealth

74.711063046311

See Invisible

66.711063046311

ESP Range

10

ESP Kinds

animal/canine

Offense: Barehand

Damage

96

Accuracy

65

Crit Chance

24%

APR

48

Speed

1.00

Offense: Spell

Spellpower

33

Crit Chance

31%

Speed

1

Offense: Mind

Mindpower

29

Crit Chance

23%

Speed

1

Offense: Damage Bonus

Mind

+6%

Lightning

+10%

Light

+15%

All

0%

Offense: Damage Penetration

Blight

+5%

Fire

+15%

Nature

+20%

Defense: Base

Armour (hardiness)

54 (66.09865470852%)

Defense

60

Ranged Defense

60

Fatigue

0

Physical Save

43

Spell Save

48

Mental Save

39

Defense: Resistances

Acid

+ 15%( 70%)

Light

+ 6%( 70%)

Darkness

+ 6%( 70%)

Cold

+ 36%( 70%)

Lightning

+ 34%( 75%)

Fire

+ 18%( 70%)

All

0%( 70%)

Defense: Immunities

Stun Resistance

0%

Bleed Resistance

5%

Confusion Resistance

32%

Instadeath Resistance

100%

Blind Resistance

38%

Inscriptions (3/3)

Infusions

Effective talent level: 1.0Use mode: ActivatedRange: melee/personalCooldown: 14Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a nature giftDescription: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 25% for 6 turns.

Also removes cross-tier effects of the affected types for free.
Its effects scale with your Cunning stat.

Effective talent level: 1.3Use mode: ActivatedStamina cost: 12Range: 5Cooldown: 8Travel Speed: instantaneousUsage Speed: Weapon (100% of a turn)Description: Attack your foes in a frontal arc with a spinning backhand, doing 160% damage. If you're not adjacent to the target, you'll step forward as you spin, gaining up to 43% bonus damage, which increases the farther you move.
This attack will remove any grapples you're maintaining, and earn one combo point (or one combo point per attack that connects, if the talent level is 4 or greater).

Effective talent level: 6.5Use mode: ActivatedStamina cost: 15Range: melee/personalCooldown: 16Travel Speed: instantaneousUsage Speed: Weapon (100% of a turn)Description: Lashes out at the target with three quick punches that each deal 134% damage.
Earns one combo point. If your talent level is 4 or greater, this instead earns one combo point per blow that connects.

Effective talent level: 6.5Use mode: ActivatedStamina cost: 12Range: melee/personalCooldown: 4Travel Speed: instantaneousUsage Speed: Weapon (100% of a turn)Description: A powerful concussive punch that deals 187% weapon damage to your target. If the punch hits, all targets in a radius of 4 will take 50.77 to 253.85 damage, depending on the amount of combo points you've accumulated.
The area damage will scale with your Strength, and the radius will increase by 1 per combo point.
Using this talent removes your combo points.

Concussive Punch

5/5

Effective talent level: 1.3Use mode: ActivatedStamina cost: 20Range: 5Cooldown: 27Travel Speed: instantaneousUsage Speed: Weapon (100% of a turn)Description: You spin into a flying leap and deliver a powerful kick dealing 150% weapon damage to all enemies in a radius of 1 as you land. The range will increase by 1 per combo point and total damage will increase by 10% per combo point.
Using this talent removes your combo points and you must have at least 1 combo point to use it.

Butterfly Kick

1/5

Effective talent level: 6.5Use mode: ActivatedStamina cost: 12Range: melee/personalCooldown: 8Travel Speed: instantaneousUsage Speed: Weapon (100% of a turn)Description: A vicious finishing strike that deals 350% damage increased by 20% per combo point you have up to a max of 700%. If the target ends up with low enough life (

Haymaker

5/5

Cunning / Tactical

1.30

Effective talent level: 2.6Use mode: PassiveDescription: Your Defense is increased by 12 for every adjacent visible foe, up to a maximum of +41 Defense.
The Defense increase per enemy and maximum Defense bonus will scale with your Cunning.

Tactical Expert

2/5

Effective talent level: 1.3Use mode: PassiveDescription: When you avoid a melee blow from an adjacent foe, you have a 18% chance to get a free, automatic melee attack against the attacker for 95% damage, up to 1.9 times per turn.
Unarmed fighters using it will also attempt to throw the target to the ground if the attack lands, dazing them for 2 turns or stunning them for 2 turns if the target is grappled.
The chance of countering and number of counter attacks increase with your Cunning.

Counter Attack

1/5

Effective talent level: 0.0Use mode: ActivatedStamina cost: 12Range: melee/personalCooldown: 12Travel Speed: instantaneousUsage Speed: Combat (100% of a turn)Description: Increases Defense by 8 for 0 turns. When you avoid a melee blow, you set the target up, increasing the chance of you landing a critical strike on them by 7% and reducing their saving throws by 7.
The effects will scale with your Cunning.

Set Up

0/5

Effective talent level: 0.0Use mode: SustainedSustain stamina cost: 30Range: melee/personalCooldown: 30Travel Speed: instantaneousUsage Speed: Combat (100% of a turn)Description: Systematically find the weaknesses in your opponents' physical resists, at the cost of 10% of your physical damage. Each time you hit an opponent with a melee attack, you reduce their physical resistance by 5%, up to a maximum of -5%.

Exploit Weakness

0/5

Cunning / Dirty fighting

1.00

Effective talent level: 0.0Use mode: ActivatedStamina cost: 12Range: melee/personalCooldown: 10Travel Speed: instantaneousUsage Speed: Weapon (100% of a turn)Description: You make a low blow against a sensitive point on the target, dealing 150% unarmed damage. If your attack hits, the target is left reeling and vulnerable, reducing their physical save by 0 and their stun, blind, confusion and pin immunities to 50% of normal for -1 turns.
This effect bypasses saves.

Dirty Fighting

0/5

Effective talent level: 0.0Use mode: PassiveDescription: Your quick wit gives you a big advantage against disabled targets, increasing your damage by 1% for each disabling effect the target is under, to a maximum of 2%.
For this purpose, disabling effects are stun, blind, daze, confuse, pin, disarm, cripple and silence.
In addition, for each disabling effect the target is under, your melee attacks have a 0% (to a maximum of 0%) chance to inflict a new effect on them (that they do not already have): either disarm, cripple (25% power) or pin for 2 turns.
The chance to further disable the target increases with your Accuracy.

Backstab

0/5

Effective talent level: 0.0Use mode: ActivatedStamina cost: 18Range: melee/personalCooldown: 12Travel Speed: instantaneousUsage Speed: Standard (100% of a turn)Description: Throw a cloud of blinding dust in a radius 0 cone. Enemies within will be blinded, as well as having their accuracy reduced by 3 and movement speed decreased by 11% for 1 turns.
The chance to inflict these effects increase with your Accuracy.

Blinding Powder

0/5

Effective talent level: 0.0Use mode: ActivatedStamina cost: 20Range: melee/personalFixed Cooldown: 15Travel Speed: instantaneousUsage Speed: Weapon (100% of a turn)Description: Make a painful strike dealing 100% weapon damage that increases the duration of up to 1 negative effect(s) on the target by 2 turns. For each negative effect extended this way, the duration of a beneficial effect is reduced by the same amount, possibly canceling it.

Twist the Knife

0/5

Technique / Unarmed discipline

1.30

Effective talent level: 2.6Use mode: ActivatedStamina cost: 40Range: melee/personalCooldown: 10Travel Speed: instantaneousUsage Speed: Weapon (100% of a turn)Description: Unleash a flurry of disruptive kicks at your target's vulnerable areas. For each combo point you attack for 56% weapon damage and deactivate one physical sustain.
At talent level 3 Magical sustains will also be effected.
At talent level 5 Mental sustains will also be effected.
Using this talent removes your combo points.

Combination Kick

2/5

Effective talent level: 2.6Use mode: PassiveDescription: When gaining a combo point, you have a 50% chance to gain an extra combo point. Additionally, every time you earn a combo point, you will regain 2.88 stamina, or 5.75 stamina if you would exceed 5 combo points.

Effective talent level: 0.0Use mode: ActivatedStamina cost: 40Range: melee/personalCooldown: 18Travel Speed: instantaneousUsage Speed: Weapon (100% of a turn)Description: Using your deep knowledge of anatomy, you strike a target in a vital pressure point for 45% weapon damage, bypassing their defense and evasion.
This strike inflicts terrible wounds inside the target's body, causing them to take physical damage equal to 100% of the initial strike each turn for 4 turns, increasing by 6% each turn (so after 4 turns, they would have taken a total of 205% damage).
If the target dies while under or from this effect their body will explode in a radius 0 shower of bone and gore, inflicting physical damage equal to -36% of their maximum life (divided by rank) to all enemies and granting you 4 combo points.

Touch of Death

0/5

Technique / Grappling

1.30

Effective talent level: 1.3Use mode: ActivatedStamina cost: 5Range: melee/personalCooldown: 6Travel Speed: instantaneousUsage Speed: Weapon (100% of a turn)Description: Make a melee attack for 100% damage and then attempt to grapple a target up to one size category larger than yourself for 3 turns. A grappled opponent will be unable to move, take 27 damage each turn, and 7% of the damage you receive from any source will be redirected to them. Any movement from the target or you will break the grapple. Maintaining a grapple drains 6 stamina per turn.
You may only grapple a single target at a time, and using any targeted unarmed talent on a target that you're not grappling will break the grapple.

Effective talent level: 0.0Use mode: ActivatedStamina cost: 15Range: melee/personalCooldown: 10Travel Speed: instantaneousUsage Speed: Weapon (100% of a turn)Description: Rushes forward and attempts to take the target to the ground, making a melee attack for 10% damage then attempting to grapple them. If you're already grappling the target you'll instead slam them into the ground creating a radius 5 shockwave for 50 physical damage and breaking your grapple.
The grapple effects and duration will be based off your grapple talent, if you have it, and the damage will scale with your Physical Power.

Take Down

0/5

Effective talent level: 0.0Use mode: ActivatedStamina cost: 20Range: 8Cooldown: 8Travel Speed: instantaneousUsage Speed: Weapon (100% of a turn)Description: In a mighty show of strength you whirl your grappled victim around and throw them into the air causing 100% damage to them and any nearby enemies they collide with on landing.

Hurricane Throw

0/5

Technique / Combat techniques

1.10

Effective talent level: 1.1Use mode: ActivatedStamina cost: 22Range: 6Cooldown: 36Travel Speed: instantaneousUsage Speed: Weapon (100% of a turn)Description: Rush toward a target spot with incredible speed.
If the spot is reached and occupied, you will perform a free melee attack against the target there.
This attack does 120% weapon damage and can daze the target for 3 turns if it hits.
You must rush from at least 2 tiles away.

Effective talent level: 1.3Use mode: PassiveDescription: When you're targeted by a projectile, your global speed is increased by 28% for 1 turn. Taking any action other then movement will break the effect.

Effective talent level: 3.0Use mode: PassiveDescription: You notice the small things others do not notice, allowing you to "see" creatures in a 7 radius even outside of light radius.
This is not telepathy, however, and it is still limited to line of sight.
Also, your attention to detail increases stealth detection and invisibility detection by 59, and you gain the ability to detect traps (+53 detect 'power').
The detection abilities improve with Cunning.

Heightened Senses

3/5

Effective talent level: 0.0Use mode: PassiveDescription: Your cunning manipulations allow you to use charms (wands, totems and torques) more efficiently, reducing their cooldowns and the power cost of all usable items by -1%.
In addition your knowledge of devices allows you to disarm known traps (0 disarm 'power', improves with Cunning).

Device Mastery

0/5

Effective talent level: 0.0Use mode: ActivatedRange: melee/personalCooldown: 20Travel Speed: instantaneousUsage Speed: Standard (100% of a turn)Description: Sense foes around you in a radius of 5 for 1 turns.
The radius will increase with your Cunning.

Track

0/5

Effective talent level: 0.0Use mode: PassiveDescription: You have an enhanced sense of self preservation, and your keen intuition allows you to sense dangers others miss.
Your ability to detect traps is enhanced (+0 detect 'power').
Attacks against you have a 0.0% reduced chance to be critical hits, and damage bonuses attackers gain against you for being unseen are reduced by 6%.
You also gain an additional chance (at your normal save -20, effective) to resist detrimental status effects that can be resisted.
The detection and additional save chance improve with Cunning.

Danger Sense

0/5

Technique / Conditioning

1.10

Effective talent level: 5.5Use mode: PassiveCooldown: 15Description: You recover faster from poisons, diseases and wounds, reducing the duration of all such effects by 52%.
Additionally, when your life falls below 50%, you heal for a base 23.2 health plus 2.1% of your maximum life (currently 44.0 total) each turn for 8 turns. This effect can only happen once every 15 turns.
The base healing scales with your Constitution.

Vitality

5/5

Effective talent level: 0.0Use mode: PassiveDescription: You've learned to recover quickly from effects that would disable you. Each turn, you have a -16% chance to recover from a single stun effect.
At talent level 2 you may also recover from blindness, at level 3 confusion, level 4 pins, and level 5 slows and wounds.
Only one effect may be recovered from each turn, and the chance to recover from an effect scales with your Constitution.

Unflinching Resolve

0/5

Effective talent level: 0.0Use mode: SustainedSustain stamina cost: 20Range: melee/personalCooldown: 8Travel Speed: instantaneousUsage Speed: Weapon (100% of a turn)Description: Enemies are intimidated by how composed you remain under fire. When you take more then 5% of your maximum life in a single hit, all enemies in a radius of 0 will be intimidated, reducing their Physical Power, Mindpower, and Spellpower by 3 for 4 turns.
If your health drops below 601, you'll be unable to maintain your daunting presence, and the sustain will deactivate.
The power of the intimidation effect improves with your Physical power, and it's chance to affect your enemies improves with your Strength.

Daunting Presence

0/5

Effective talent level: 0.0Use mode: ActivatedRange: melee/personalCooldown: 24Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Description: You release a surge of adrenaline that increases your Physical Power by 2 for 1 turns. While the effect is active, you may continue to fight beyond the point of exhaustion.
Your stamina based sustains will not be disabled if your stamina reaches zero, and you may continue to use stamina based talents while at zero stamina at the cost of life.
The Physical Power increase will scale with your Constitution.
Using this talent does not take a turn.

Adrenaline Surge

0/5

Technique / Mobility

1.20

Effective talent level: 1.2Use mode: ActivatedStamina cost: 8Range: 7Cooldown: 10Travel Speed: instantaneousUsage Speed: Weapon (100% of a turn)Description: Jump back up to 3 grids from your target, springing over any creatures in your way.
You must disengage in a nearly straight line directly away from your target (which you must be able to see).
After moving, you gain 111% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any).
The extra speed and maximum distance you can move are reduced by your Fatigue level.

Effective talent level: 0.0Use mode: ActivatedStamina cost: 20Range: 2Cooldown: -16Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Description: In an extreme feat of agility, you move to a spot you can see within range, bounding around, over, or through any enemies in the way.
This talent cannot be used while wearing heavy armor, and leaves you exhausted. The exhaustion increases the cost of your activated Mobility talents by 130% (stacking), but fades over 32 turns.

Tumble

0/5

Effective talent level: 0.0Use mode: SustainedSustain stamina cost: 10Range: melee/personalCooldown: 5Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Description: You have trained to be very light on your feet and have conditioned your reflexes to react faster than thought to damage you take.
While this talent is active, you instantly react to any direct damage (not from status effects, etc.) that would hit you for at least 72% of your maximum life.
This requires 2.0 stamina and reduces the damage by 5%.
Your reactions are too slow for this if you are wearing heavy armour.
The damage reduction improves with your Defense.

Effective talent level: 1.1Use mode: PassiveDescription: You become better at using your armour to deflect blows and protect your vital areas. Increases Armour value by 0, Armour hardiness by 0%, and reduces the chance melee or ranged attacks critically hit you by 0% with your current body armour.
(This talent only provides bonuses for heavy mail or massive plate armour.)
At level 1, it allows you to wear heavy mail armour, gauntlets, helms, and heavy boots.
At level 2, it allows you to wear shields.
At level 3, it allows you to wear massive plate armour.
(Note that brawlers will be unable to perform many of their talents in massive armour.)

Heavy Armour Training

1/5

Effective talent level: 5.5Use mode: PassiveDescription: You learn to maintain your agility and manage your combat posture while wearing light armour. When wearing armour no heavier than leather in your main body slot, you gain 42 Defense, 36% Armour hardiness, and 19% reduced Fatigue.
In addition, when you step adjacent to a (visible) enemy, you use the juxtaposition to increase your total Defense by 21 for 2 turns.
The Defense bonus scales with your Dexterity.

Effective talent level: 0.0Use mode: PassiveDescription: Increases Physical Power by 0, and increases weapon damage by 0% when using swords, axes or maces.

Weapons Mastery

0/5

Effective talent level: 0.0Use mode: PassiveDescription: Increases Physical Power by 0, and increases weapon damage by 0% when using daggers.

Dagger Mastery

0/5

Effects

talent

Chant of Fortitude

talent

Striking Stance

beneficial effect

Countering melee attacks: Has a 17% chance to get an automatic counter attack when avoiding a melee attack. (1.0 counters remaining)

Counter Attacking

beneficial effect

The target's spellpower has been increased by 18.

Spellsurge

beneficial effect

The target is recovering 44 life each turn.

Recovery

beneficial effect

The target is in the middle of a combo chain and has earned 3 combo points.

3 Combo

Quests

Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire.
On your way out of the Dreadfell you were ambushed by a band of orcs.
They asked about the staff.

A mysterious staff

done

Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope.
You searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant.
You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there.
You have laid Celia to rest, putting an end to her gruesome experiments.

And now for a grave

done

After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline.

Back and Back and Back to the Future

done

You successfully escorted the injured seer to the recall portal on level 1 of Dreadfell.
As a reward you improved Willpower by +1.

Escort: injured seer (level 1 of Dreadfell)

done

You failed to protect the lone alchemist from death by Ves.

Escort: lone alchemist (level 2 of Lost Dwarven Kingdom of Reknor)

failed

You failed to protect the lost anorithil from death by cold drake hatchling.

Escort: lost anorithil (level 1 of Old Forest)

failed

You successfully escorted the lost sun paladin to the recall portal on level 8 of Dreadfell.
As a reward you improved talent Chant of Fortitude (+1 level(s)).

Escort: lost sun paladin (level 8 of Dreadfell)

done

You failed to protect the lost warrior from death by orc master assassin.

Escort: lost warrior (level 1 of Lost Dwarven Kingdom of Reknor)

failed

You successfully escorted the lost warrior to the recall portal on level 2 of Daikara.
As a reward you improved talent Vitality (+1 level(s)).

Escort: lost warrior (level 2 of Daikara)

done

You failed to protect the lost warrior from death by skeleton archer.

Escort: lost warrior (level 5 of Dreadfell)

failed

You successfully escorted the lost warrior to the recall portal on level 6 of Dreadfell.
As a reward you improved talent Vitality (+1 level(s)).

Escort: lost warrior (level 6 of Dreadfell)

done

You failed to protect the worried loremaster from death by hummerhorn.

Escort: worried loremaster (level 4 of Old Forest)

failed

You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire.
It looks extremely dangerous, however - beware.
You have slain Bill. His treasure is yours for the taking.

Hidden treasure

done

It is time to explore some new places -- dark, forgotten and dangerous ones.
The Old Forest is just south-east of the town of Derth.
The Maze is west of Derth.
The Sandworm Lair is to the far west of Derth, near the sea.
The Daikara is on the eastern borders of the Thaloren forest.* You have explored the Old Forest and vanquished Shardskin.* You have explored the Maze and vanquished the Horned Horror.* You have explored the Sandworm Lair and vanquished their Queen.* You have explored the Daikara and vanquished the huge ice dragon that dwelled there.

Into the darkness

done

The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence.
Find out if they are in any way linked to the lost staff.
But be careful -- even the Dwarves have not ventured in these old halls for many years.

Let's hunt some Orc

done

Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory!

* You have explored the Trollmire and vanquished Prox the Troll.* You have explored the ruins of Kor'Pul and vanquished the Shade.

Of trolls and damp caves

done

You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center.
With one of the notes there was a small gem that looks like a key.* You used the key inside the ruins of Nur and found a way into the fortress of old.* The Weirdling Beast is dead, freeing the way into the fortress itself.* You have activated what seems to be a ... butler? with your rod of recall.

Sher'Tul Fortress

active

As you approached Derth you saw a huge dark cloud over the small town.
When you entered you were greeted by an army of air elementals slaughtering the population.
* You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic.

Storming the city

active

Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid.Stire of Derth has completed an elixir of precision without your aid.Agrimley the hermit has completed an elixir of focus without your aid.You have aided Ungrol of Last Hope in creating an elixir of brawn.You have aided Ungrol of Last Hope in creating an elixir of stoneskin.
Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed black mamba head. * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * You've found the needed red crystal shard.

The Brotherhood of Alchemists

active

You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell.
There are disturbing rumors of greater undead, and nobody who reached it ever returned.
Perhaps you should explore it and find the truth, and the treasures, for yourself!

The Island of Dread

done

You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people.
2 lumberjacks have died.

The beast within

done

There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues.

The wild wild east

active

You heard a plea for help and decided to investigate...
Only to find yourself trapped inside an unknown tunnel complex.

When wielded/worn:
Armour: +4
Fatigue: +3%
Changes stats: +2 Cun / +2 Dex
Life regen: +2.40
Healing mod.: +18%It can be used to activate talent Disengage, placing all other charms into a 15 cooldown :Effective talent level: 2.4Power cost: 15 out of 15/15.Range: 7Travel Speed: instantaneousDescription: Jump back up to 5 grids from your target, springing over any creatures in your way.
You must disengage in a nearly straight line directly away from your target (which you must be able to see).
After moving, you gain 154% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any).
The extra speed and maximum distance you can move are reduced by your Fatigue level.

Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm.

This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic.

sneakthief's gold ring of pilfering
Crafted by a master0.10 Encumbrance.

Type: jewelry / ring ; tier 3

When wielded/worn:
Accuracy: +19 (+4 eff.)
Armour penetration: +9
Defense: +10 (+2 eff.)
Changes stats: +6 Cun / +6 DexIt can be used to activate talent Disengage, placing all other charms into a 10 cooldown :Effective talent level: 2.4Power cost: 10 out of 10/10.Range: 7Travel Speed: instantaneousDescription: Jump back up to 5 grids from your target, springing over any creatures in your way.
You must disengage in a nearly straight line directly away from your target (which you must be able to see).
After moving, you gain 154% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any).
The extra speed and maximum distance you can move are reduced by your Fatigue level.

When wielded/worn:
Armour penetration: +10
Armour: +12
Defense: +14 (+3 eff.)
Changes stats: +8 CunWhen you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken.

This rugged jacket is the subject of many a rural legend.
Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost.
All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said.

Inventory

This item will automatically be transmogrified when you leave the level.sun infusion of the wizard (rad 6; power 35; turns 4; dispels darkness)
Infused by nature0.10 Encumbrance.

Type: scroll / infusion ; tier 1

When inscribed on your body:Effective talent level: 0.0Use mode: ActivatedRange: melee/personalCooldown: 13Travel Speed: instantaneousUsage Speed: Standard (100% of a turn)Is: a nature giftDescription: Activate the infusion to brighten the area in a radius of 6 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 18).
The light is so powerful it will also banish magical darkness
It will also blind any creatures caught inside (power 35) for 4 turns.
Its effects scale with your Magic stat.It can be used to inscribe your skin with the infusion.

Natural infusions may be grafted onto your body, granting you an on-demand ability.

When inscribed on your body:Effective talent level: 0.0Use mode: ActivatedRange: 6Cooldown: 14Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellDescription: Inflicts 206.00 temporal damage. If your target survives, it will be sent 4 turns into the future.
It will also lower your paradox by 25 (if you have any).
Note that messing with the spacetime continuum may have unforeseen consequences.It can be used to inscribe your skin with the rune.

Magical runes may be inscribed onto your body, granting you an on-demand ability.

Rune of the Rift (206.00 temporal damage, removed from time 4 turns)

Sealed Scroll of Last Hope0.10 Encumbrance.

[Unique]
Type: scroll / scroll

It can be used to open the seal and read the message.

Magical scrolls can have wildly different effects! Most of them function better with a high Magic score.

These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows.
If you close your eyes a moment, you can almost imagine what dread sights they see...

Withering Orbs

warrior's steel ring of perseverance
Crafted by a master0.10 Encumbrance.

This item will automatically be transmogrified when you leave the level.thorny mindstar of sand (8.5-9.35 power, 24 apr, nature damage)
Requires:- Willpower 24

Infused by nature3.00 Encumbrance.

Type: weapon / mindstar ; tier 3

It is part of a set of items.This natural sand should be returned to the wyrm.
Base power: 8.5 - 9.4
Uses stats: 40% Wil, 20% Cun
Damage type: Nature
Mastery: Psiblades
Accuracy is based on willpower for this weapon.
Armour Penetration: +24
Crit. chance: +3.5%
Attack speed: 100%When wielded/worn:
Damage when hit (Melee): 12 physical
Changes resistances: +9% physical
Changes resistances penetration: +11% physical
Changes damage: +10% physical
Mindpower: +6 (+3 eff.)
Mental crit. chance: +3%It can be used to activate talent Burrow, placing all other charms into a 30 cooldown :Effective talent level: 1.0Power cost: 30 out of 30/30.Range: 10Travel Speed: instantaneousIs: a nature gift and a mind powerDescription: Allows you to burrow into earthen walls for 3 turns.
Your powerful digging abilities also allow you to exploit and smash through enemy defensive weaknesses; You ignore 16 of target armor and 8% of enemy physical damage resistance while this is in effect.
At Talent Level 5, this talent can be used instantly, and the cooldown will reduce with levels.
Each point in sand drake talents also increases your physical resistance by 0.5%.

Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics.
Using mindstars in the offhand does not incur the normal offhand damage penalty.

thorny mindstar of sand (8.5-9.35 power, 24 apr, nature damage)

This item will automatically be transmogrified when you leave the level.truestriking orite trident of rage (43.5-69.6 power, 13 apr)
Requires:- Strength 35

A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly.
It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks.

It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400.

This rod is made entirely of voratun, infused with raw magical energies that can bend space itself.
You have heard of such items before. They are very useful to adventurers, allowing faster travel.

Rod of Recall (1/1)

Transmogrification Chest
Powered by unknown forces2.00 Encumbrance.

[Plot Item]
Type: chest / sher'tul

When carried:It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000.

This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy.
The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you.

When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level.
Simply go to your inventory to move them out of the chest if you wish to keep them.
Items in the chest will not encumber you.

Home sweet homeDispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.
By Ves the Cornac Brawler level 211st Haze 122nd year of Ascendancy at 23:13see stats

Level 10Got a character to level 10.
By Ves the Cornac Brawler level 108th Dusk 122nd year of Ascendancy at 21:47see stats

Level 20Got a character to level 20.
By Ves the Cornac Brawler level 201st Time of Equilibrium 122nd year of Ascendancy at 13:50see stats

Level 30Got a character to level 30.
By Ves the Cornac Brawler level 3080th Haze 122nd year of Ascendancy at 02:33see stats

Size mattersDid over 600 damage in one attack.
By Ves the Cornac Brawler level 2451st Haze 122nd year of Ascendancy at 08:47see stats

The Restless DeadDisturbed an old battlefield and survived the consequences.
By Ves the Cornac Brawler level 1978th Dusk 122nd year of Ascendancy at 17:03see stats